﻿/*-----------------------------------------------
// File: FirstBattleRoundCtrl.cs
// Description: 
// Author: Shaobing	492057342@qq.com
-----------------------------------------------*/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;

namespace Battle.View
{
    public class FirstBattleRoundCtrl : BattleRoundCtrl
    {
        public FirstBattleRoundCtrl(FirstBattleRunningState runningState) : base(runningState) { }

        public override void InitState()
        {
            allStates = new Dictionary<BattleRoundState, Fsm.FsmStateBase<BattleRoundState>>();
            allStates[BattleRoundState.ShowCampRunState] = new ShowCampRunState(BattleRoundState.ShowCampRunState, this);
            allStates[BattleRoundState.RoundEnterState] = new FirstRoundEnterState(BattleRoundState.RoundEnterState, this);
            allStates[BattleRoundState.RoundWaitState] = new FirstRoundWaitState(BattleRoundState.RoundWaitState, this);
            allStates[BattleRoundState.FormationTransferState] = new FormationTransferState(BattleRoundState.FormationTransferState, this);
            allStates[BattleRoundState.AttackingState] = new FirstAttackState(BattleRoundState.AttackingState, this);
            allStates[BattleRoundState.UltimateBeforeState] = new UltimateBeforeState(BattleRoundState.UltimateBeforeState, this);
            allStates[BattleRoundState.UltimateState] = new UltimateState(BattleRoundState.UltimateState, this);
            allStates[BattleRoundState.UltimateEndState] = new FirstUltimateEndState(BattleRoundState.UltimateEndState, this);
            allStates[BattleRoundState.RoundLeaveState] = new FirstRoundLeaveState(BattleRoundState.RoundLeaveState, this);
        }
    }
}